Arma 3
AH-64D Official Project
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Update: Apr 20, 2023 @ 3:51pm

* Fixed script error with the audio subsystem in the event of missile launch
* Fixed issue with weapon selection subsystem not automatically enabling manual fire mode

Update: Aug 23, 2022 @ 3:05pm

- Hidden vanilla UI
- Analogue flight instruments are calibrated (compass not included)
- Fixed start switch animation
- Maximum flight ceiling corrected, 20,000 ft
- Missile warning fix
- IHADSS powered by APU
- Animation states saved when entering garage
- Weapon action switch system fixed
- ACE hitpoint system implementation
- Website loadout importer created (website not yet available)

SFM Update

- Rather than destroying the aircraft trying to take of at idle, we rather force you stuck to the ground
- Default weight set to prevent over-torque (can be overridden by setting fuel to something other than 100%)
-Robbie tank reintegration, accessible via vehicle garage (equipped by default)
- Animated stabilator for HOTAS users

Update: Dec 24, 2021 @ 4:56pm

Flight Model (SFM+)

- Added damage when aircraft torque limits are exceeded
- Rewrote how torque is handled to make it more stable and ‘true to life’
- Rewrote how engine starts are handled so that the start is no longer bound to hard times, but can be initiated at any point after the start switch is taken to start
- Enabled split power lever operations for single-engine operations
- Added APU fuel burn (175 PPH)
- Stabilisation fix, the stabilator will remain active when player open the map or spectates

Controls

- All controls can be mapped to joysticks
- All cockpit controls can now be individually mapped
- The new keybindings can be found under vanilla arma controls at the bottom of the dropdown
- Weapons can only be WASed by the WAS keys from now on
- Selecting weapons buttons on the WPN page will not select the weapons but let you change the weapon settings

Fire Extinguisher System

- The fire bottles are now refilled by repairing the engines (left engine refills the primary, right engine refills the secondary)
- The fire system can now be used by either crew member
- Engine fire can be put out by shutting down that specific engine
- Engine fire is now visible for all players

Fire Control Radar (FCR) & Aircraft Survival Equipment (ASE)

- Updated experimental FCR to stable FCR using ArmA 2.06 scripting functions to pull data from the vanilla radar
- Updated the ASE to show what the SENS page detects without radar targets and incoming missiles
- Vanilla information panels have been removed
- Jammers now use the vanilla countermeasure system for dynamic jamming capabilities
- Updated the identification system of anti-air threats
- When set to standby, jammers will automatically turn on 1.5 seconds after an incoming missile warning is detected and will leave it on
- When set the operationnal, jammers will proactively jam for 120 seconds before overheating (60 seconds of cooldown at maximum overheat)

Default Crew Kit

- A Default Crew kit had been made for the AH-64D using the available vanilla kit. The kit consists of the following items :
+ Weapons: Spar-16 Equipped with an MRCO & Flashlight, P07 sidearm.
+ Clothes: Combat Fatigues (MTP), Carrier Lite (Green), Heli Pilot Helmet (CSAT)
+ Equipment: Black NVG, Binoculars, Map, GPS, Radio, Compass & watch
+ Ammo: 6x 5.56mm 30RND Yellow Tracer Mag, 2x 9mm 16Rnd Mag, 6x Smoke Grenades (White, Blue & Purple) & 2x IR Grenades

Misc Changes

- The AH-64D hull has been boosted by 20%
- Rockets salvo fire rates have been increased
- Updated flares visual (flares sourced from USAF AC-130 Beta - credits to Pingopete)

Fixes

- 30mm ACE rearm bug when not rearming the entire magazine
- Rocket salvo has been reactivated
- AGM-144 Hellfire stability has been improved and is now smooth
- TADS shaking when the helicopter was damaged
- Floodlighting will no longer jumps around, either the CPG/PLT can now activate it in multiplayer
- PNVS jitteriness with head tracking

Update: Jul 30, 2021 @ 4:30pm

- Fixed control hints lagging when in motion.

Update: Jun 20, 2021 @ 1:38pm

All changes can be found here : https://github.com/AH-64D-Apache-Official-Project/AH-64D/wiki/V2.0.0-Changes

- Full CBA compatibility for keybinds setup (by Mattysmith22)
- New flight model integration (SFM+) (by BradMick)
- Improved FCR scripts
- Major FPS improvements
- Added A3TI full compatibility
- Added Target Point Tracking feature (LCtrl + T)
- Rewrite of the Longbow radar script - scripted radar now turns on using the vanilla radar controls (LCtrl + R)
- Removed Hellfire trajectory script - missiles now use vanilla ArmA III missile logic
- Rework of the ECM script - now only one warning per missile
- Rework of the ECM jamming values (IR 60%, RF 70%, UNK 70%)
- Fixed AGM-114 Hellfire max altitude launch
- Changed default loadout for the FCR variant
- Fixed a bug which causes the engines to turn off when a player gets in cargo
- Adjusted landing light strength and direction
- Integration of the vanilla pylon system (requires ACE to configure pylon mid-mission)
- Integration of community made aircraft textures
- Vanilla garage implementation
- Fixed AGM-114 Hellfire variants textures
- Fixed Laser & M230 stability
- Added compatibility for LESH towing
- Added EL/AZ limits and others HAD messages
- Added C-Scope priority by range
- Fixed a multiplayer bug where the CPG seat would not always turn on MPDs when JIP

Update: Oct 12, 2020 @ 12:32pm

- Improved AFM based on old logic (by BradMick)
- Fixed alternate sensor icon
- Added propper 3D M130 flares dispenser on tail
- Firing the M230 should no longer shake screen for all clients (by Rosd6)

Update: Oct 4, 2020 @ 8:09am

- Fixed ACRE intercom preventing racks radio PTTs usage
- Added targeting informations toggle - prior future CBA update (by mattysmith22)
- Fixed headtracking toggle option appearing in action menu outside the aircraft
- Fixed config inheritance and code cleaning in CfgVehicles (by mattysmith22)
- Fixed AGM-144 max altitude launch (by Rosd6)
- Fixed AFM rotor brake not applying (by AngusLogan)
- Fixed animations reset when players JIP (by AngusLogan)
- Fixed skin locality issue (by AngusLogan)
- Updated AFM, damping, mixing and CG location (by Keplager)
- Fixed 300 rounds magazine upon rearming (by Rosd6)
- Added IHADSS alternate sensors for CPG & PLT (by mattysmith22)

Update: Jun 7, 2020 @ 7:23am

- Added PiP values for longer ranges to Video Options (by Keplager)
- Fixed IHADSS overlay (by mattysmith22)
- TGT, Nr and Np are now scaled more correctly (by mattysmith22)
- Fixed bug where JIP would cause you to fall out the sky by resetting the ECU (by mattysmith22)
- Extracted out settings to a header file, generally cleaned things up (by mattysmith22)
- Fixed ENG control (by mattysmith22)
- PNVS Optics layer fix when getting out
- Added A3TI full compatibility (CPG FLIR & PLT PNVS)
- Fixed PNVS color (MPD grey source logic)

Update: May 8, 2020 @ 3:54am

- Datalink not being automatically enabled (by Keplager)
- Fixed FCR in both multiplayer & singleplayer (by Keplager)
- User actions allowing for players to try and access waypoints with a negative index (by mattysmith22)
- Targeting being limited on FCR page by the scale in TSD (by Keplager & mattysmith22)
- Removed F_VirtualMan entity
- Resolve missing sound files issues in CfgSoundShaders
- Reduced burst limit cooldown to 1 second instead of 3 seconds
- Expanded M151 & M229 area of effect
- Jammers critical error fix (by mattysmith22)
- Minor AFM update (by Keplager)
- Reduced RKTs smoke clouds
- Fixed some more ASE related scripts errors

Update: Apr 12, 2020 @ 6:11am

- Added serverkey and V2 signatures
- Complete weapon sounds overhaul based on JSRS shaders
- Removed MSL & RKTs offset
- Fixed rotor blur shadow
- A3 Sensors compatibility and restored FCR variant of the aircraft (by Keplager)
- Fixed AGM-114 SAL1 & SAL2 tracking (by Keplager)
- Changed default loadout for the FCR variant
- Fixed 3D floor holes for both PLT & CPG
- Minor 3D adjustement to the ORT